scholarly journals Using Educational Robotics as a Cognitive Tool for ICT Teachers in an Authentic Learning Environment

2020 ◽  
Vol 13 (4) ◽  
pp. 27
Author(s):  
Adem Uzun

This study describes the theoretical foundations of a learning environment designed for an ICT teachers’ graduate level course, and presents a comprehensive analysis of the qualitative data acquired regarding the course’s implementation. Participants in the study included six ICT teachers enrolled in the “Embedded Systems and Robotic Applications” course of Spring 2018. A design-based research approach was used in order to achieve a systematic but flexible methodology. Within the scope of this study, robotics was used as a cognitive tool, and authentic learning principles were applied. The participants’ reflections about the learning environment indicated that they were satisfied with the course settings, their motivation increased after the course, and they learned more effectively through the scaffolding provided by the instructor.

Author(s):  
Ditte Kolbaek

This chapter presents a suggestion for design-based research (DBR) as a methodology for organizational studies. Although DBR was developed for investigating classroom training, this chapter discusses the methodological issues that are involved when DBR is employed for investigating learning in the context of work. DBR seems to be suitable in this complex context as it is an authentic learning environment. The purpose of this chapter is to provide new perspectives on DBR, including suggestions for guidelines regarding how to conduct DBR for studying learning from experience in the context of work. The research question is: What is needed to utilize DBR to explore learning from experience in the context of work? The theoretical framework is based on Yrjö Engeström and John Dewey's work on learning, and the exploration of DBR is based on a literature review and findings in a seven-year DBR study on learning from experience in the context of work.


2020 ◽  
Vol 10 (8) ◽  
pp. 207
Author(s):  
Barbara Brown ◽  
Sharon Friesen ◽  
Jaime Beck ◽  
Verena Roberts

The aim of this study was to examine a professional learning intervention designed to support new teachers with implementing professional practice competencies. Partners from a school authority joined researcher-practitioners from a university to engage in designing a professional learning series for new teachers. A design-based research approach using quantitative (pre- and post-surveys) and qualitative data (artifacts of learning, field notes, classroom observations) were analyzed over one year. There were over 450 participants involved in the professional learning series. The findings indicated the professional learning intervention positioned new teachers as designers of learning engaging in continuous cycles of design–enactment–reflection and strengthened their pedagogical capacity to interconnect professional practice competencies with support from a community of learners. The findings from this study have implications for supporting new teachers during a period of induction and demonstrate one way to provide new teachers with the foundation for continual growth throughout their career.


Author(s):  
Noor Azean Atan ◽  
Zaidatun Tasir ◽  
Mohd Fadzli Ali ◽  
Mohd Shafie Rosli ◽  
Mohd Nihra Haruzuan Mohamad Said

This paper explores the changes in student’s level of achievement and per-ception towards authentic learning environment based on visual thinking elements. The three elements in visual thinking continuum are visual thinking, visual learning and visual communication. This research is a quan-titative design involving quantitative and qualitative data. Research instru-ments included pre and post achievement tests, and a questionnaire on stu-dent’s perception towards visualization level. There are 29 samples students, from teacher training first degree program in one of Malaysian public univer-sities. The research data were analyzed by inferential and descriptive statisti-cal analysis. Research findings through paired-sample t-test showed that there is a significant difference between scores of mean for the pre-test and post-test (p< 0.05) and shows positive student’s perception towards authen-tic learning environment. All students have experienced positive growth in their level of visualization through authentic learning environment activities which based on visual thinking elements. Therefore, it can be concluded that the visual-based website has helped to enhance the students’ performance and visualization levels.


2014 ◽  
Vol 68 (2) ◽  
Author(s):  
Heidi Tan Yeen-Ju ◽  
Neo Mai ◽  
Neo Tse Kian ◽  
Kwok Wai Jing ◽  
Lee Kai Wen ◽  
...  

The Malaysian Ministry of Education has called for a need to produce skilled graduates that are highly employable. In this study, Herrington and Kervin’s Authentic Learning principles were adapted into the design of an Authentic Learning environment that is driven by a problem-based group project.  The impact of this learning environment on engaging students’ creative and critical thinking as well as the students’ perception towards the Authentic Learning environment was studied. The learning environment was designed to center on an authentic problem-based group project and was supported by multimedia and web technologies. Results indicate that Authentic Learning principles, when adapted into a learning environment engaged the use of higher-order thinking skills, encouraged the cultivation of crucial skills, made learning an active process, and enhanced understanding. Students responded positively towards the Authentic Learning environment as learning became more relevant. The positive results of this study provide support for the development of more Authentic Learning environments to engage students’ creative and critical thinking skills, thereby answering the call of the national agenda to produce industry-ready graduates with skills that make them highly employable.


2015 ◽  
Vol 6 (2) ◽  
pp. 127-142 ◽  
Author(s):  
Heidi, Yeen-Ju Tan ◽  
Mai Neo

Purpose – The aims of this study is to use authentic learning principles outlined by Herrington and Kervin (2007) as an innovative approach towards the development of a blended learning environment in a Malaysian classroom at the tertiary level and students’ perception towards this learning environment was studied. Design/methodology/approach – This study was conducted using a mixed-method approach and consisted of two parts. Part A: the learning environment was designed to be student-centred, supported by multimedia and web technologies, consisting of online learning modules, blogs and social media, as well as being driven by a class project. Part B: qualitative and quantitative data were collected to solicit student feedback on the learning environment. Findings – Results of the study indicated that students responded positively towards the authentic blended learning environment, as it was found to be relevant to their learning. In an authentic blended learning environment, students became more engaged with the content and actively involved in their learning process. These results show strong and encouraging support for the use of authentic learning principles in the development of blended learning environments. Originality/value – Universities in Malaysia are only beginning to move towards a more blended approach in designing learning environments. This paper provides some insights to one possible way of designing a blended learning environment in a Malaysian tertiary setting.


2021 ◽  
Vol 3 (1) ◽  
pp. 4-5
Author(s):  
Lionel Lam ◽  
Thomas Cochrane ◽  
Vijay Rajagopal ◽  
Katie Davey ◽  
Sam John

The Bioengineering Systems major offered at the University of Melbourne aims to enable students to rigorously integrate mathematics and modelling concepts with the fundamental sciences of biology, physics, and chemistry in order to solve biomedical engineering problems. This requires mastery of core concepts in engineering design, programming, mechanics, and electrical circuits. Historically, these concepts have been sequestered into separate subjects, with minimal cross-curricular references. This has resulted in the compartmentalisation of these concepts, with students often failing to appreciate that these seemingly disparate ideas can be synergistically combined to engineer larger, more capable systems. Building the capability of students to integrate these trans-disciplinary concepts is a unique aspect of the major that seeks to prepare students to solve real-world problems in the digital age (Burnett, 2011).   We previously implemented trans-disciplinary design in the second-year subject Biomechanical Physics and Computation by integrating the teaching of mechanics and programming (typically covered in separate subjects in standard engineering degrees). This integration was explored largely through assessment redesign that focuses upon authentic learning (Bozalek et al., 2014). In these assessments, students have to model real-world mechanical systems using programming, for example, the construction of an animated physics-based model for a bicep curl. Here, an understanding of either the mechanics or programming component is insufficient to properly complete these assessments – students necessarily have to master both in order to perform well. Student feedback surveys have indicated that student learning has benefited from this redesign, as they have helped put programming concepts in a real-world context by demonstrating their utility in solving complex physics problems. Quantitatively, trans-disciplinary design has contributed to improvements in the following survey scores from 2017 (pre-redesign) to 2019: “I found the assessment tasks useful in guiding my study”: 3.85 to 4.43, “I learnt new ideas, approaches, and/or skills”: 3.88 to 4.32, “I learnt to apply knowledge to practice”: 3.63 to 4.13 (averages, maximum: 5).   To further model trans-disciplinary design, we have established a collaborative curriculum design team (Laurillard, 2012) to develop a coordinated set of learning activities and assessments centred around the design, construction, and control of a bionic limb. Using design-based research (McKenney & Reeves, 2019), our team will model a design-based research approach within the curriculum over a two-year project timeline. By integrating these learning activities across four core subjects in the Bioengineering Systems major, students will be involved in an authentic learning project that integrates the concepts taught in the context of a larger system. The project involves hands-on design and fabrication of a bionic limb facilitated by a learner-centric ecology of resources (Luckin, 2008), including an ePortfolio consisting of Jupyter Notebook, GitLab, MS Teams and Adobe Spark. The intended learning outcomes are to enhance students’ capacity to integrate trans-disciplinary knowledge by providing continuity in assessments and learning objectives across our curriculum. The presentation will outline the methodology behind the collaborative trans-disciplinary curriculum design project and will also explore how the team is navigating the impact of COVID-19 on a traditionally lab-based project in a hybrid mode.


2020 ◽  
Vol 11 (2) ◽  
pp. 85-105
Author(s):  
Tamer Kutluca ◽  
Ali Tum ◽  
Ali İhsan Mut

AbstractThe purpose of the current study is to investigate the learning process, which is enriched by using various teaching methods in the context of mathematical reasoning from the perspectives of seventh grade students and their mathematics teacher. In order to have an in-depth study, a qualitative research approach was preferred. This research was conducted with 23 seventh grade students and their mathematics teacher at a randomly selected public secondary school. Qualitative data was collected by using a semi-structured interview form developed for both the teacher and the students. As a result of this research, it was determined that this learning environment increased students’ participation in the lessons, provided effective and permanent learning and encouraged the use of mathematical reasoning skills. In addition, it was found that this learning environment, which uses various learning ways, develops a positive attitude towards the lessons. Besides, according to the findings of this study, it was found that the learning environment in which various learning ways were utilized provided sufficient knowledge of concept and method to the students, and improved their mathematical reasoning skills.


2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


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